445 research outputs found

    Texture advection on discontinuous flows

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    Texture advection techniques, which transport textures using a velocity field, are used to visualize the dynamics of a flow on a triangle mesh. Some flow phenomena lead to velocity fields with discontinuities that cause the deformation of the texture which is not properly controlled by these techniques. We propose a method to detect and visualize discontinuities on a flow, keeping consistent texture advection at both sides of the discontinuity. The method handles the possibility that the discontinuity travels across the domain of the flow with arbitrary velocity, estimating its speed with least-squares approximation. The technique is tested with different sample scenarios and with two avalanche scenes, showing that it can run at interactive rates

    Linking Sediment Transport and Stratigraphy on the Continental Shelf

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    The goal of the shelf sediment dynamics component of STRATAFORM is to link sediment transport processes active on the continental shelfto the formation and preservation of event beds inshelf sediment deposits. An approach combiningshelf sediment-transport models with high-resolution measurements of water-column and bed properties over periods from several months to severalyears allows us to make quantitative estimates of bed modification caused by sediment resuspension during episodic transport events

    High-Resolution Sediment Records of Seismicity and Seasonal Sedimentation from Prince William Sound, Alaska, using XRF Core Scanning

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    The southern coast of Alaska is a climatically sensitive and tectonically active region, however due to its remoteness and harsh climate there are limited long-term historical records of environmental conditions such as storm frequency, river discharge, and earthquakes. In order to determine the potential for Prince William Sound sediments to contain high-resolution paleorecords of these conditions, a suite of 11 gravity cores was collected within the Sound in order to determine the modern day sediment depositional trends and to develop elemental proxies for earthquakes and seasonal sedimentation. 210Pb/137Cs-derived sedimentation rates and grain size trends indicate that there are two distinct sediment sources to the Sound; an allochthonous source of sediment that is advected into the Sound through Hinchinbrook Entrance, and an autochthonous source of sediment from the Columbia Glacier region of the northern Sound. Cyclic variations in grain size were identified in Hinchinbrook Entrance sediments using the XRF Sr/Pb ratio and were interpreted to be the result of seasonal sedimentation; with coarse-grained sediments deposited during the winter when storm-driven wave and currents in the nearshore region are high, and fine-grained sediments deposited during the summer when costal conditions are less energetic and when the discharge and transport of sediments from the Copper River is high. Additionally, light and dark colored laminations in northern Hinchinbrook Entrance sediments were interpreted to be the result of seasonal variations in the supply and preservation of organic matter; with high concentrations of organic matter preserved in the summer when primary production, the flux of terrestrial organic matter from rivers, and costal upwelling of potentially low oxygenated waters is high, and low organic matter concentrations preserved in the winter when primary production and river discharge are low, and when downwelling conditions likely introduce highly oxygenated waters. The use of the XRF Br/Cl ratio as a proxy for marine organic matter suggested that at least a portion of the dark, organic-rich, summer deposits had a marine origin, and may therefore be a potential proxy for seasonal sedimentation under certain conditions. Gravity flow deposits from the northern Sound were identified as having a source from the Columbia Glacier region using the XRF K/Ca ratio. The gravity flows that caused these deposits were identified as being triggered by historically recorded earthquakes, which likely remobilized sediment on the steep slopes of the northern channel and which then flowed downslope to the south. The results of this study indicate that the rapidly accumulating sediments in Hinchinbrook Entrance potentially contain high resolution records of Copper River discharge, storm activity and primary production, whereas sediments in the northern Sound may contain a regional seismic record

    Magma mixing enhanced by bubble segregation

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    In order to explore the materials' complexity induced by bubbles rising through mixing magmas, bubble-advection experiments have been performed, employing natural silicate melts at magmatic temperatures. A cylinder of basaltic glass was placed below a cylinder of rhyolitic glass. Upon melting, bubbles formed from interstitial air. During the course of the experimental runs, those bubbles rose via buoyancy forces into the rhyolitic melt, thereby entraining tails of basaltic liquid. In the experimental run products, these plume-like filaments of advected basalt within rhyolite were clearly visible and were characterised by microCT and high-resolution EMP analyses. The entrained filaments of mafic material have been hybridised. Their post-experimental compositions range from the originally basaltic composition through andesitic to rhyolitic composition. Rheological modelling of the compositions of these hybridised filaments yield viscosities up to 2 orders of magnitude lower than that of the host rhyolitic liquid. Importantly, such lowered viscosities inside the filaments implies that rising bubbles can ascend more efficiently through pre-existing filaments that have been generated by earlier ascending bubbles. MicroCT imaging of the run products provides textural confirmation of the phenomenon of bubbles trailing one another through filaments. This phenomenon enhances the relevance of bubble advection in magma mixing scenarios, implying as it does so, an acceleration of bubble ascent due to the decreased viscous resistance facing bubbles inside filaments and yielding enhanced mass flux of mafic melt into felsic melt via entrainment. In magma mixing events involving melts of high volatile content, bubbles may be an essential catalyst for magma mixing. Moreover, the reduced viscosity contrast within filaments implies repeated replenishment of filaments with fresh end-member melt. As a result, complex compositional gradients and therefore diffusion systematics can be expected at the filament-host melt interface, due to the repetitive nature of the process. However, previously magmatic filaments were tacitly assumed to be of single-pulse origin. Consequently, the potential for multi-pulse filaments has to be considered in outcrop analyses. As compositional profiles alone may remain ambiguous for constraining the origin of filaments, and as 3-D visual evidence demonstrates that filaments may have experienced multiple bubbles passages even when featuring standard diffusion gradients, therefore, the calculation of diffusive timescales may be inadequate for constraining timescales in cases where bubbles have played an essential role in magma mixing. Data analysis employing concentration variance relaxation in natural samples can distinguish conventional single-pulse filaments from advection via multiple bubble ascent advection in natural samples, raising the prospect of yet another powerful application of this novel petrological tool

    Visual modeling and simulation of multiscale phenomena

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    Many large-scale systems seen in real life, such as human crowds, fluids, and granular materials, exhibit complicated motion at many different scales, from a characteristic global behavior to important small-scale detail. Such multiscale systems are computationally expensive for traditional simulation techniques to capture over the full range of scales. In this dissertation, I present novel techniques for scalable and efficient simulation of these large, complex phenomena for visual computing applications. These techniques are based on a new approach of representing a complex system by coupling together separate models for its large-scale and fine-scale dynamics. In fluid simulation, it remains a challenge to efficiently simulate fine local detail such as foam, ripples, and turbulence without compromising the accuracy of the large-scale flow. I present two techniques for this problem that combine physically-based numerical simulation for the global flow with efficient local models for detail. For surface features, I propose the use of texture synthesis, guided by the physical characteristics of the macroscopic flow. For turbulence in the fluid motion itself, I present a technique that tracks the transfer of energy from the mean flow to the turbulent fluctuations and synthesizes these fluctuations procedurally, allowing extremely efficient visual simulation of turbulent fluids. Another large class of problems which are not easily handled by traditional approaches is the simulation of very large aggregates of discrete entities, such as dense pedestrian crowds and granular materials. I present a technique for crowd simulation that couples a discrete per-agent model of individual navigation with a novel continuum formulation for the collective motion of pedestrians. This approach allows simulation of dense crowds of a hundred thousand agents at near-real-time rates on desktop computers. I also present a technique for simulating granular materials, which generalizes this model and introduces a novel computational scheme for friction. This method efficiently reproduces a wide range of granular behavior and allows two-way interaction with simulated solid bodies. In all of these cases, the proposed techniques are typically an order of magnitude faster than comparable existing methods. Through these applications to a diverse set of challenging simulation problems, I demonstrate the benefits of the proposed approach, showing that it is a powerful and versatile technique for the simulation of a broad range of large and complex systems

    State of the Art in Example-based Texture Synthesis

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    International audienceRecent years have witnessed significant progress in example-based texture synthesis algorithms. Given an example texture, these methods produce a larger texture that is tailored to the user's needs. In this state-of-the-art report, we aim to achieve three goals: (1) provide a tutorial that is easy to follow for readers who are not already familiar with the subject, (2) make a comprehensive survey and comparisons of different methods, and (3) sketch a vision for future work that can help motivate and guide readers that are interested in texture synthesis research. We cover fundamental algorithms as well as extensions and applications of texture synthesis

    Wave curves: Simulating Lagrangian water waves on dynamically deforming surfaces

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    We propose a method to enhance the visual detail of a water surface simulation. Our method works as a post-processing step which takes a simulation as input and increases its apparent resolution by simulating many detailed Lagrangian water waves on top of it. We extend linear water wave theory to work in non-planar domains which deform over time, and we discretize the theory using Lagrangian wave packets attached to spline curves. The method is numerically stable and trivially parallelizable, and it produces high frequency ripples with dispersive wave-like behaviors customized to the underlying fluid simulation

    Shallow waters simulation

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    Dissertação de mestrado integrado em Informatics EngineeringRealistic simulation and rendering of water in real-time is a challenge within the field of computer graphics, as it is very computationally demanding. A common simulation approach is to reduce the problem from 3D to 2D by treating the water surface as a 2D heightfield. When simulating 2D fluids, the Shallow Water Equations (SWE) are often employed, which work under the assumption that the water’s horizontal scale is much greater than it’s vertical scale. There are several methods that have been developed or adapted to model the SWE, each with its own advantages and disadvantages. A common solution is to use grid-based methods where there is the classic approach of solving the equations in a grid, but also the Lattice-Boltzmann Method (LBM) which originated from the field of statistical physics. Particle based methods have also been used for modeling the SWE, namely as a variation of the popular Smoothed-Particle Hydrodynamics (SPH) method. This thesis presents an implementation for real-time simulation and rendering of a heightfield surface water volume. The water’s behavior is modeled by a grid-based SWE scheme with an efficient single kernel compute shader implementation. When it comes to visualizing the water volume created by the simulation, there are a variety of effects that can contribute to its realism and provide visual cues for its motion. In particular, When considering shallow water, there are certain features that can be highlighted, such as the refraction of the ground below and corresponding light attenuation, and the caustics patterns projected on it. Using the state produced by the simulation, a water surface mesh is rendered, where set of visual effects are explored. First, the water’s color is defined as a combination of reflected and transmitted light, while using a Cook- Torrance Bidirectional Reflectance Distribution Function (BRDF) to describe the Sun’s reflection. These results are then enhanced by data from a separate pass which provides caustics patterns and improved attenuation computations. Lastly, small-scale details are added to the surface by applying a normal map generated using noise. As part of the work, a thorough evaluation of the developed application is performed, providing a showcase of the results, insight into some of the parameters and options, and performance benchmarks.Simulação e renderização realista de água em tempo real é um desafio dentro do campo de computação gráfica, visto que é muito computacionalmente exigente. Uma abordagem comum de simulação é de reduzir o problema de 3D para 2D ao tratar a superfície da água como um campo de alturas 2D. Ao simular fluidos em 2D, é frequente usar as equações de águas rasas, que funcionam sobre o pressuposto de que a escala horizontal da água é muito maior que a sua escala vertical. Há vários métodos que foram desenvolvidos ou adaptados para modelar as equações de águas rasas, cada uma com as suas vantagens e desvantagens. Uma solução comum é utilizar métodos baseados em grelhas onde existe a abordagem clássica de resolver as equações numa grelha, mas também existe o método de Lattice Boltzmann que originou do campo de física estatística. Métodos baseados em partículas também já foram usados para modelar as equações de águas rasas, nomeadamente como uma variação do popular método de SPH. Esta tese apresenta uma implementação para simulação e renderização em tempo real de um volume de água com uma superfície de campo de alturas. O comportamento da água é modelado por um esquema de equações de águas rasas baseado na grelha com uma implementação eficiente de um único kernel de compute shader. No que toca a visualizar o volume de água criado pela simulação, existe uma variedade de efeitos que podem contribuir para o seu realismo e fornecer dicas visuais sobre o seu movimento. Ao considerar águas rasas, existem certas características que podem ser destacadas, como a refração do terreno por baixo e correspondente atenuação da luz, e padrões de cáusticas projetados nele. Usando o estado produzido pela simulação, uma malha da superfície da água é renderizada, onde um conjunto de efeitos visuais são explorados. Em primeiro lugar, a cor da água é definida como uma combinação de luz refletida e transmitida, sendo que uma BRDF de Cook-Torrance é usada para descrever a reflexão do Sol. Estes resultados são depois complementados com dados gerados num passo separado que fornece padrões de cáusticas e melhora as computações de atenuação. Por fim, detalhes de pequena escala são adicionados à superfície ao aplicar um mapa de normais gerado com ruído. Como parte do trabalho desenvolvido, é feita uma avaliação detalhada da aplicação desenvolvida, onde é apresentada uma demonstração dos resultados, comentários sobre alguns dos parâmetros e opções, e referências de desempenho
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